A Crusader Kings III mod

Supernatural

Vampires, werewolves, hybrids, witches, demons and the hunters who go after them, in the base game. Every creature is a character with a name and a court, every body leaves a trail, and every hunt is aimed at somebody who did something. Play the hunter, or rule as something far older.

Version 2.40Updated 22 October 2026Works with base CK3CK3 1.20No other mods requiredFree, forever

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Latest update · from the Steam change notes

2.40: Fixes and Balance

A fixes-and-balance release built from long multiplayer sessions. There are three new kinds of puppet: your golem, a lover you turned through the Sire Bond, and the Compelled, a mortal bent by Compel Mortal for one command.

Every change note on Steam →
See it in game

Straight from the Workshop

Supernatural mod screenshot: in-game event
Supernatural mod screenshot: traits and characters
Supernatural mod screenshot: lifestyles
Supernatural mod screenshot: supernatural events
Supernatural mod screenshot: men-at-arms
Supernatural mod screenshot: potion crafting
Supernatural mod screenshot: artifacts
Supernatural mod screenshot: atmosphere
Core features

What the mod adds

The blood

Vampires feed, and it can cost the county. A body, or a victim who talks, leaves it harder to hold, a shaken county is easier to feed in next time, and a bite that takes will wake a man hungry. Since 2.36 your own rite judges what you do, once it knows what you are. Refuse the blood twice and it kills him. Every vampire has a maker and every maker has progeny, and the ranks run from Fledgling to Elder.

The moon, and the hybrid

A werewolf's wound festers for one to three years before it turns. Werewolves rank from Fledgling to Elder, and a known hybrid frightens a court more than a known vampire does. Since 2.37 six ancient wolf hides choose Champions of their own, and wolves run in packs with an alpha, a Second and a Werewolf Gathering of their own. Six lifestyles and ten perk trees cover vampires, werewolves, hunters, hybrids, magic and demons, and the demon tree alone is seventeen perks.

The hunt

Since 2.35 the monsters leave trails. A kill, or a feed somebody talks about, marks the county, the lord notices, and a real hunter runs a Supernatural Hunt there: a Monster Hunt or a Witch Hunt, three weeks of tracking to work out what it is and who it is, with the creature getting its own side of every beat. Hunters train apprentices, field their own regiment, and keep a Trailsman at court who reads the countryside.

Regiments and artifacts

Ten men-at-arms regiments: wolves, werewolves, bats, vampires and the hunters' own trainees, plus cultists, skeleton warriors, demonic knights, battle golems and Baba Yaga's hut. Ten magical artifacts to find or take, including the Ring Of Everlasting, the Magic Catalyst and the Black Grimoire, and ten lesser relics, among them the Seal of Solomon and, since 2.39, the Homunculus Beetle, which starts a plague, and the Warded Chains, which hold a wolf. AI mages now need a reason to come after yours.

The craft

Witches brew poisons and elixirs, and a Mage or True Witch can experiment for one of eleven potions; since 2.39 a brew called the Draught of a Clear Mind keeps the drinker's mind his own. Compulsion lets a vampire bend a mortal, and only a mortal. Since 2.38 the Hermetic Order of the Blue Rose keeps temples of Mages and teaches the people it calls, with relics to pledge, a Gnostic Council chosen in masks at the Conclave, and a demon's book torn into four pages. Since 2.39 the temples can vote out the Grand Magus, the council can grant him Imperium, and outsiders who learn of the Order can break it. A character can be a Mage, a Warlock or a True Witch, not two.

The look of it

A red main menu and eighteen loading screens, so the game looks like the mod from the moment it opens.

Customize your journey

Your arcane, your rules

Twenty-seven game rules decide how much of this touches your campaign: how traits are inherited (eight settings), how demons pass theirs down, how common the creatures are, and how hard the hunters come. Hunt it, rule with it, or leave it at the edges of the map.

Two ways in

Getting the mod

Free either way. The Workshop is the easy one; the manual install is for anyone whose copy of CK3 didn't come from Steam.

On Steam

One click, it keeps itself current, and the launcher sorts it out for you. If you have the choice, take this one.

Subscribe on the Workshop

GOG, Epic, Game Pass

The mod is plain files, so it runs on any copy of the game. Download it from the repository and drop it in by hand. It takes about ten minutes, and the guide walks every step.

Download without Steam

Playing it alongside The Long Night & Azor Ahai? Both mods rewrite some of the same files, so you'll want the compatibility patch — loaded last.

Credits

  • Rycie for the Witchcraft mod
  • Luke0704 for the Spanish translation
  • Nope for the V&L mod
  • The Princes of Darkness mod team, especially BDW & Sparc
  • The people on YouTube and in the Discord who reported, argued and tested. You shaped this mod.

Free, forever

Supernatural is a free, non-commercial fan mod for Crusader Kings III. It isn't affiliated with or endorsed by Paradox Interactive. Screenshots are served from the mod's Steam Workshop page.